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FOUNDER · RESEARCHER · ENGINEER

Niko Huang

I build agentic systems for games and study how worlds can remember. Founder of WorldLines — an agentic engine for games with Persistent Narrative World Representation, where AI-driven storytelling meets interactive game worlds. Ph.D. in Computer Graphics at the University of Tokyo (advised by Prof. Takashi Kanai), focusing on physics-based animation and multi-phase SDF representations for fracture. Previously Game Engineer at DeNA and IoT full-stack at Butlr.

Base Tokyo Focus Agentic AI · Game · Computer Graphics Updated July 2026
SELECTED WORKS

Agentic games, research systems, and interactive demos — newest first.

01 ACTIVE · FOUNDER

WorldLines

Agentic engine / Persistent world / AI storytelling

An agentic engine for games with Persistent Narrative World Representation — a world that records and recalls what the player does. Agents play characters, the world keeps state, and every choice is remembered. The platform turns a script into a living world you can branch, restore, and share.

Agentic AIGame EngineNarrative StateLive · 2026
02 LIVE · MULTI-AGENT SOCIETY

WorldLines — Living Worlds

Multi-agent society / Autonomous souls / Relationship graph

A living world running on WorldLines — every character is an independent soul-agent with its own mind, memory, and agenda. Relationships form on the soul graph, stories accumulate into eras, and the world keeps living whether you watch or not.

Multi-agentSoul GraphLive · 2026
03 WORLDLINES VALIDATION

Abyss — TRPG Expedition

LLM game master / Dice checks / Persistent party

A validation slice testing whether an LLM can run a fair game master: dice-gated checks, persistent party state, and consequences that carry across a long descent. A playable answer to "can agents hold a tabletop expedition together?" — built on the WorldLines engine.

LLM Game MasterDice SystemPrototype · 2026
04 WORLDLINES VALIDATION

Dice Shot

Swipe-native / Short-form RPG / Funnel

A swipe-native, short-form branching RPG built as a top-of-funnel format — measuring how far players go and whether they convert. A dice-gated story you play one swipe at a time, designed to bring new players into the WorldLines world.

Swipe UXFunnel / ConversionBrowser playable · 2026
BLOGS & TALKS

Writing from the lab, plus conference talks and media.

WRITING ARCHIVE
Building a 🦞-style Agents Engine to Run TRPG
From AI chatbots to Claude Code TRPG, then building my own multi-agent engine. A four-month journey.
May 2026
Version Control for Story Worlds
WorldLines makes worlds and souls version-controlled — a commit-tree you can branch, restore, and share.
May 2026
Six Things Only WorldLines Does
Six things you'll feel in WorldLines that you won't find in chat-based AI roleplay.
May 2026
Why We Start in Tokyo
What Ludic Dynamics builds, how it differs from existing AI roleplay, and why Tokyo is our launchpad.
Mar 2026
RESEARCH DECK
Presented at Eurographics 2026 (EG 2026)
Research on segmented implicit solids and far-from-boundary distance fields at one of computer graphics' flagship venues.
Conference talk · May 2026
Brittle Fracture Animation with VQ-VAE
A VQ-VAE-based generative method for brittle fracture animation, presented as a poster.
SCA 2024 Poster · Montreal
"Why Chinese AI Talent is in Japanese Startups"
A NIKKEI Business Daily feature on the wave of Chinese AI engineers building inside Japan's startup ecosystem.
NIKKEI Business Daily · June 2023
ABOUT

My work sits between games, AI agents, and computer graphics research. Some of it is published research on physics-based animation; some is shipping, playable systems where autonomous agents drive narrative and play. WorldLines is where those two threads meet — an attempt to build worlds that remember.

If we are standing at the early stage of agent-native games, I want to see that landscape clearly — and build the tools that let more people make worlds of their own.

EDUCATION
Ph.D. in Computer Graphics, University of Tokyo (advised by Prof. Takashi Kanai), 2026
PREVIOUSLY
Game Engineer at DeNA · IoT Full-Stack at Butlr
NOW
Founder of WorldLines / Ludic Dynamics

NEWS

2026.07.18
💥 Released the DeepFracture live web runtime — real-time in-browser fracture demo (+ 🤗 Space & Colab).
2026.05.31
📄 "Far-From-Boundary Fields for Learning Segmented Implicit Solids" accepted to Computers & Graphics.
2026.05.08
📄 Presented a work at Eurographics 2026 (EG 2026).
2026.04.25
🚀 Released WorldLines v0.1.*.
2026.03.24
🎓 Earned the Ph.D. degree in Computer Graphics from the University of Tokyo.
2025.09
🏆 Received VC Research Incentive Awards VC2025 for "Distance Field Design with Far-From-Boundary Normalization for Fragment Shape Learning".
2025.08
📄 DeepFracture awarded the GRSI Replicability Stamp; released the Hugging Face Model 🤗 and Dataset 🔗.
2025.02
📄 DeepFracture paper accepted to Computer Graphics Forum (February 2025).
2024.08
🎤 Presented poster "Brittle Fracture Animation with VQ-VAE-Based Generative Method" at SCA 2024 in Montreal, Canada.
2023.06
📰 Featured in NIKKEI Business Daily: "Why Chinese AI Talent is in Japanese Startups".

PUBLICATIONS

"From Character Role-Play to Orchestrated Reality: LLM-Driven Game World Simulation as a Parameterized-Action POMDP"
Yuhang Huang, Chenmiao Li, Chaowei Fang
CHI PLAY Companion ’26 (ACM); preprint arXiv:2606.16014. The framework paper behind WorldLines.
"Far-From-Boundary Fields for Learning Segmented Implicit Solids"
Yuhang Huang, Takashi Kanai
Computers & Graphics, Volume 138, Article 104648, 2026.
"DeepFracture: A Generative Approach for Predicting Brittle Fractures with Neural Discrete Representation Learning"
Yuhang Huang, Takashi Kanai
Computer Graphics Forum, e70002, 15 pages, February 2025.